/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Transforms/MultiTransformer.h
UMultiTransformerabstracts both a default TRS Gizmo, and the "Quick" translate/rotate Gizmos. The "Quick" part is not yet implemented, and we might end up phasing out this class.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMultiTransformer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FFrame3d
ActiveGizmoFrame
FVector3d
ActiveGizmoScale
ETransformGizmo...
ActiveGizmoSubElements
EMultiTransform...
ActiveMode
bool
bDisallowNegativeScaling
bool
bForceGizmoCoordSystem
bool
bInGizmoEdit
bool
bRepositionableGizmo
bool
bShouldBeVisible
TObjectPtr<UDr...
DragAlignmentMechanic
We have to hold on to the mechanic only because the MultiTransformer has the capacity to delete and recreate its gizmo, in which case we'll need to attach the alignment mechanic again.
TUniqueFunction...
EnableSnapToWorldGridFunc
EToolContextCoo...
GizmoCoordSystem
TObjectPtr<UIn...
GizmoManager
Note: we could have more pivot change delegates, but we don't yet need them, and we might phase out theUMultiTransformer.
TFunction< bool...
IsNonUniformScaleAllowed
FMultiTransform...
OnEndPivotEdit
This delegate is fired when a repositioning drag is completed
FMultiTransform...
OnTransformCompleted
This delegate is fired when the drag is completed
FMultiTransform...
OnTransformStarted
This delegate is fired when a drag is started
FMultiTransform...
OnTransformUpdated
This delegate is fired when a drag is updated
IToolContextTra...
TransactionProvider
TObjectPtr<UCo...
TransformGizmo
TObjectPtr<UTr...
TransformProxy